Pokémon Legends: Z-A – Battle System First Impressions

This week is the Pokémon World Championships in Anaheim, and with it, the first playable demo of Pokémon Legends: Z-A. I had the chance to play two different ten-minute segments of Pokémon Legends: Z-A, and though I’m still left with a lot of questions, I did play just enough to develop some first impressions about the mechanic I’m the most curious about: its battle system.

But first, a quick aside, to answer a big question many of you no doubt have: I played the Pokémon Legends: Z-A demo on a Nintendo Switch 2, and it ran well and looked moderately better than the new Switch 2 versions of Pokémon Scarlet and Pokémon Violet. Of course, this is just a demo, and thus I didn’t get to experiment with draw distance or put it to the test with dozens of wild Pokémon on screen.

Back to the demo: one portion of my play session was set in the early-game of only the fourth main mission: Battling in the Z-A Royale. Here, I entered a Battle Zone marked by a red area on the map, where I needed to earn enough ticket points in trainer battles to get a Challenger’s Ticket, which is needed to take part in a Promotion Match. Winning that Promotion Match for the Z-A Royale would upgrade my rank from Z to Y.

If a trainer attacks you when you aren’t looking, that means the opponent’s Pokémon gets that free first attack on your Pokémon, which is also a guaranteed critical hit. 

We already knew about this core gameplay loop, which I assume we’ll be taking part in repeatedly until we reach Rank A and earn the vague prize of a single wish. It’s an entertaining enough system, where, at night, you roam the streets of a predetermined area to face other starry-eyed trainers. In expected Pokémon fashion, as soon as a trainer sees you, the battle is on–but in Legends: Z-A, if a trainer attacks you when you aren’t looking, that means the opponent’s Pokémon gets that free first attack on your Pokémon, which is also a guaranteed critical hit.

Personally, I find this to be an incredibly rude tactic that goes against the friendly competitive spirit of Pokémon, but of course, I took advantage of it myself when one of my stylish teammates, Lida, suggested I try it out. The tight corners of city streets mean it’s easy to get surprised, but it also offers opportunities for you to crouch and sneak in close to a target yourself.

Battle begins seamlessly, just like in Legends: Arceus, but Legends: Z-A does away with Legends: Arceus’ slightly modified version of the core turn-based battle mechanics we’re all most familiar with. Instead, Z-A is full real-time action. At least, that’s how it presents itself.

To attack, you essentially use Z-Targeting by holding the ZL button and then pressing the face buttons to instruct your Pokémon which move to use. This is the same whether you’re in battle, initiating a battle, or instructing your Pokémon to attack an obstacle–like some rocks I saw at the beginning of the mission that none of my Pokémon were strong enough to break.

As expected, each Pokémon can know four moves at a time, and those are the moves you have access to on the four face buttons. Surprisingly, the moves don’t seem to have PP (Power Points), meaning that they can be used an unlimited number of times, with consideration to their cooldown, a new mechanic for Pokémon commonly used for skill-based action games. Different moves have different cooldown times, but the moves I had access to this early in the game all had relatively short cooldowns (around six or seven seconds) and short “casting” times as well that aren’t communicated in any menus.

Regardless of these limitations, I was pretty much always able to attack with another move as soon as my Pokémon was done attacking with the first. The moves will “fill up” with color as the cool-down counts down, indicating when you can attack with it again, but I do wish that feedback was more clearly communicated. I ended up just using almost all of the moves available in rotation pretty mindlessly. You can’t instruct your Pokémon to dodge or perform any other maneuvers besides those four attacks, though Pokémon can miss attacks if the opponent is too far from the attack’s range.

Battle actions appear on the right side of the screen, informing you of things like attacks performed, debuffs, and critical hits. The feedback for missing attacks, however, seemed to be nonexistent, so I can see learning when the best time to attack could be a bit difficult.

In trainer battles, you can’t be damaged or take the hit for your Pokémon (I tried. Mareep still fainted.) But you can get hurt in battles against wild Pokémon and the more dangerous Rogue Mega-Evolved Pokémon, the other core gameplay plot device in Legends: Z-A. (And you still can’t take a hit for your Pokémon, at least it seemed to be that way.)

The second part of the demo pit me against a Rogue Mega-Evolved Absol after following the dog-like Zygarde 10% forme to it as part of another early-game mission, this time, the ninth. Somehow, the small-ish Zygarde carries you up to the roof where the Absol is, but apparently your character closes their eyes while this happens as the screen fades out and suddenly you’re on the roof.

Anyway, this early in the game, you don’t have the ability to Mega Evolve a Pokémon on your own, so the mysterious AZ lends you a Mega Ring, a Lucario, and the Lucarionite Mega Stone so you can face the Rogue Mega Absol without getting your butt categorically handed to you.

In this battle, you must dodge to avoid the opponent’s attacks, as Absol is coming for you–not just your Pokémon. I found it a bit cumbersome to balance attacking and avoiding enemy attacks, as you can attack only while you’re locked onto a target with ZL, but you can’t dash or dodge while targeting. I’m sure this is something I’d develop better muscle memory for as I play more, but it felt odd to have my actions restricted like that.

There’s also a secondary goal to pay attention to when up against Rogue Mega-Evolved Pokémon: you must collect Mega Power orbs to build up enough energy to Mega Evolve your Pokémon, and keep collecting them so your Pokémon doesn’t de-Mega Evolve. Attacking the Rogue Mega-Evolved Pokémon forces the Mega Power orbs out of them, which you then must pick up yourself. It’s a pretty clever way to force you to put yourself in danger and use the dodge mechanics.

Legends: Z-A didn’t feel like a full action game to me, but kind of more like an MMO, with its casting times, cooldowns, and behind-the-scenes math happening.

This fight was much more interesting than the trainer battles, as is expected considering all the extra things I needed to worry about besides pressing the attack buttons. Another thing I noticed is that, although you can’t tell your Pokémon to dodge, they will default to returning to your side when you’re not locked on to an opponent. So if you start avoiding the enemy’s AOE (area of effect) attacks, your Pokémon will too, as long as you give them enough time to retreat.

Overall, Legends: Z-A didn’t feel like a full action game to me, but kind of more like an MMO, with its casting times, cooldowns, and behind-the-scenes math happening. That’s not necessarily a bad thing, but I do hope Legends: Z-A gets challenging enough to make me more intentionally dish out commands and think about switching Pokémon at just the right moment. I can see the potential, but with just twenty minutes of experiencing the early game, it’s much too soon to tell if this real-time battle system will scratch the strategy-itch Pokémon games usually do for me.

Some last-minute housekeeping, as I did briefly explore the menus: Pokémon have the common six-stat spread, no abilities (just like in Legends: Arceus), but do have Natures that affect their stats (unlike in Legends: Arceus). I also found a shop that sells Mints to change these Natures while I played through the ninth story mission.

Like I said before, I have a lot of questions and I’m very keen to play more Pokémon Legends: Z-A, but for now, we’ll have to wait until it’s out on October 16 to know more.

Casey DeFreitas is a deputy editor of guides at IGN and has been catching Pokémon since Red and Blue. Catch her on socials @ShinyCaseyD.

Battlefield 6 beta’s rush mode gets a balancing tweak with EA monitoring the situation, amid player complaints about battle bigness

EA have made a tweak to the Battlefield 6 open beta’s rush, and are keeping tabs on the situation in case it needs more balancing changes. This comes as some FPS folks and Battlefield vets have voiced their displeasure with the version of the mode that’s debuted in this second weekend of beta action.

The biggest moans are related to size. Namely the amount of players on each side in these revamped rush battles and the relatively small maps they’re being contested on. As you might imagine, those two elements being a bit titchier in scale than previous Battlefields has also had knock on effects for other aspects of the mode.

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Waaagh! Warhammer 40,000: Dawn of War Modder Pushes Definitive Edition to Its Limit by Seeing How Many Ork Boyz It Takes to Crash the Game

Warhammer 40,000: Dawn of War – Definitive Edition is out now, and of course modders are already pushing it to its limits. But the way they’re doing it is a lot of fun — and is perhaps the closest we’ll get to seeing a Waaagh! visualized on-screen.

Warhammer 40,000: Dawn of War is Relic Entertainment’s much-loved real-time strategy game set in Games Workshop’s grim dark sci-fi universe. It launched in 2004 and proved to be an entry point into the Warhammer 40,000 universe for a generation of PC gamers, while also pleasing existing fans with its authentic representation of the setting.

Now, over 20 years later, Dawn of War returns in Definitive Edition form, and some of the modders who have spent years tinkering with the original are excitedly moving over to this new version to see what it’s capable of.

Much of this early testing is being done by people involved with Dawn of War’s wonderful Unification Mod, which lets users seamlessly combine almost all community-created races. Within hours of Definitive Edition’s release this week, modders started seeing how many Ork Boyz they could spawn in-game before it crashes, because, well… what else would Ork Boyz do?

One member of the Unification Discord, Gunnisson, led the charge by summoning Ork Boyz as soon as they got their hands on the Definitive Edition:

Then, a progress update at nearly 1,000 Boyz spawned:

Over 3,000, and according to Gunnisson: “They’re pathing through each other exceptionally well.”

The Ork count kept on increasing, to the point where, after more than 10,000 Orks, Dawn of War hit single-digit frames per second and became unplayable. But it still ran! “I mean, 10,000+ models on screen, I call that a win for performance and stability,” Gunnisson said.

Gunnisson was eventually able to make 47,504 Ork Boyz “before the game died.” It took over seven hours, they said, while publishing the screenshot below: “At the end it was still chugging along at 10 seconds-per-frame.”

“Performance is fantastic,” Gunnisson added. “It took a lot of corpses to start impacting.” Then: “I’m hyped to try some big matches.”

This is a herculean effort, and for Warhammer 40,000 fans is about as close as we’ll get to a good old Waaagh! For the uninitiated, this is the name given to the wonderful moment when enough Orks gain enough collective momentum to launch devastating system-wide invasions. The Orks don’t really understand what’s going on or why it’s going on — they’re just happy they’re in a massive scrap — but for anyone on the receiving end, it’s bad news indeed.

In a post on Steam to mark the release of the Definitive Edition, Relic thanked modders for helping to test the game ahead of launch.

“We want to say a huge thank you to our community modders who we have been working with for many months,” Relic said. “They’ve put in a lot of work both in helping us to support legacy mods, and in readying their own mods for the Definitive Edition.”

It’s exciting to imagine what modders will be able to do with the Definitive Edition in the coming years as they get to grips with the game. As Gunnisson suggested, massive battles involving tens of thousands of units may now be possible, if the game can stand up to it. Perhaps then we’ll get truly lore accurate body counts.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Dark Deity 2 Is Bringing Another Healthy Dose Of Fire Emblem Inspo To Switch

Three Who’sthis?

Cast your mind back to 2022 and you might remember Dark Deity, the fantasy turn-based RPG that took more than a little inspiration from Fire Emblem: Three Houses. Fast forward to the present day and we have Dark Deity 2, the second entry in the series which looks just as tied to the Nintendo touchstone.

This one launched on PC earlier this year, but developer Sword and Axe and publisher Indie.io have announced that it will also be making its way to Switch on 4th September, and we can’t help but feel that it’s a good fit.

Read the full article on nintendolife.com

Diablo 4 Fans Think Blizzard Has Leaked the Arrival of One of the Most Requested Classes Since the Game Launched

Diablo 4 fans believe Blizzard has leaked the action RPG’s next class via an internal build name.

Wowhead reported that the Paladin class, perhaps the most-requested by fans since Diablo 4’s June 2023 release, is coming soon, potentially even as part of Season 11. That’s because the word Paladin was found in the name of a build uploaded to Blizzard’s servers (2.5.Xpaladin67961).

The Paladin is one of the most popular classes from Diablo 2, so its arrival in Diablo 4, should it happen, would be celebrated by the game’s community. Now, this may be nothing (and Diablo 4 fans are already joking that the Paladin will be added as a Mercenary rather than a new class), but a new class is expected from Diablo 4’s second expansion, and the Paladin would certainly be a crowd-pleaser.

As Blizzard confirmed earlier this year, Diablo 4’s next expansion was pushed out of 2025 and into 2026. The game’s first expansion, Vessel of Hatred, added the Spiritborn class. A Diablo 4 roadmap image teased a new ranking system, leaderboards, and more alongside the expansion for 2026.

Diablo 4 hit the headlines last week after development chief Rod Fergusson announced his exit from Blizzard. “After five years of driving the Diablo franchise forward with four big launches, it’s time for me to step away from Blizzard/Microsoft, sword in hand, and see what’s next,” Fergusson wrote. “The teams are set up for success, with an exciting slate of releases ahead. I’m incredibly proud of what we’ve built together and looking forward to what comes next for Diablo, and for me.”

Then, this week, Blizzard’s Story and Franchise Development team (SFD) voted in favor of unionization with the Communications Workers of America. “After more than a decade working at Blizzard, I’ve seen all the highs and lows,” said organizing committee member and principal editor Bucky Fisk. “For years, Blizzard has been a place where people could build their careers and stay for decades, but that stability’s been fading. With a union, we’re able to preserve what makes this place special, secure real transparency in how decisions are made, and make sure policies are applied fairly to everyone.”

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

“Multiple” future Hardspace projects are coming, as Hardspace: Shipbreaker devs Blackbird Interactive take full ownership

Floating amid the scrap belts of space, some news. Hardspace: Shipbreaker is now owned by developers Blackbird Interactive, with the studio having bought control of the ship-stripping sim from publishers Saber Interactive. They’re not having a rest after cracking open that bubbly either, writing that “multiple Hardspace projects” are in development.

Blackbird revealed all of this via a Steam post, writing that they’ve “reached an agreement with Focus Entertainment, our publishing partner, to reacquire full ownership of the Hardspace: Shipbreaker intellectual property”. So, as you might expect, doing plenty of Hardspacey things is going to be a big part of the studio’s plans going forwards.

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McDonald’s Announces Pokémon Crackdown After Scalpers Scoop Up Card Stock, Waste Food

McDonald’s has announced fresh restrictions aimed at combating scalpers, as it launches the next wave of its enormously popular Pokémon promotion in Japan.

Last weekend, the fast food chain was swamped by scalpers who bought up dozens of Happy Meals just for the exclusive Pokémon cards within them. Photos and videos posted to social media by outraged fans highlighted arguments among patrons over the scalping, and showed examples of huge food wastage, with the Happy Meals dumped by the side of the road or left in the restaurant uneaten.

The incident meant McDonald’s ran out of its cards within hours of its three-day promotion going live, forcing the burger brand to apologise to Pokémon fans left empty-handed. And now, McDonald’s has gone further — with new rules regarding the availability of Pokémon merchandise in Happy Meals applied from today.

“We deeply apologize to our customers who regularly use McDonald’s restaurants, as well as to our store staff and many others for any inconvenience caused by the Happy Set Pokémon Card Campaign,” McDonald’s wrote in a new statement released this morning.

“We will continue to release the Pokémon Happy Meals, which include five different toys, as scheduled from Friday, August 15. However, in light of the current situation, we will be implementing the following purchase restrictions for three days until Sunday, August 17th.”

These restrictions include a maximum purchase of three Happy Meals per group (this was previously higher, and per person). “If you order four or more,” McDonald’s now says, “we will refuse your purchase and cancel the order.”

“Furthermore, during this period, there may be restrictions on use at some stores and during certain hours,” the chain continued. “We will not allow purchases from customers who do not follow the above rules and etiquette.”

The biggest difference with the coming weekend’s promotion, however, is that it no longer features Pokémon cards at all — just Pokémon toys.

On scalping specifically, McDonald’s said it “does not tolerate the purchase of Happy Meals for the purpose of resale, or the abandonment or disposal of food,” in a direct response to the activities of some customers last weekend. However, it’s unclear how the chain can and will be able to enforce this. Still, what’s obvious is the brand has taken note of the social media outrage — and the disappointment among young Pokémon fans and families at not being able to get cards.

“We sincerely apologize for any inconvenience caused to customers who look forward to dining with their children, grandchildren, or friends due to these purchase restrictions,” McDonald’s concluded. “We will continue to review and improve these sales methods and measures, listening to the opinions of our customers and store staff.”

In other Pokémon news, last week The Pokémon Company replaced the art for its Lugia and Ho-Oh cards which had fallen foul to claims they included fan designs.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Borderlands 4 On Switch 2 Won’t Support Split-Screen Couch Co-Op

But it will have “full crossplay”.

Since the announcement of Borderlands 4 for the Switch 2, we’ve had a number of updates from Randy Pitchford and the team at Gearbox Software about what exactly fans can expect.

Following the news last month the game would run at “mostly” 30fps (instead of 60fps) on Nintendo’s new hybrid hardware, we’ve now got another Switch 2-related update. This was spotted in the game’s official FAQ, which was updated earlier this month.

Read the full article on nintendolife.com

Rally Point: The wonderful vibes of Aetheris are a hint about its design goals

The first striking thing about Aetheris is its strange and colourful look. The second thing that strikes about Aetheris is the gorgeous animations and storybook trappings of its presentation, even in its loading screen transitions. The third is the strange vulnerability radiating from the village of lizardy people you’re responsible for, and the parties you form with them. The fourth striking thing is that this a roguelike, it’s a bloody roguelike isn’t it, oh goddamn it.

It also binds the spacebar to “accept”, something I learned by accidentally starting a bossfight in a terrible position that threw a whole party away. Or would have, if not for the ol’ ctrleffor. I will never be stopped.

The fact that I kept playing instead of sulking and libelling a random CEO is a hint: I bloody love Aetheris.

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